if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
}
-#ifdef ALLOW_EASY_DISARM /* TNB */
/* Disarm a visible trap */
else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
}
}
-#endif /* ALLOW_EASY_DISARM -- TNB */
/* Player can not walk through "walls" unless in wraith form...*/
else if (!p_can_enter && !p_can_kill_walls)
/* sound(SOUND_WALK); */
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
/* Move the player */
p_ptr->energy_use = 100;
/* Move the player, using the "pickup" flag */
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
move_player(find_current, FALSE, FALSE);
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- move_player(find_current, always_pickup, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
if (player_bold(p_ptr->run_py, p_ptr->run_px))
{
p_ptr->run_py = 0;
* Returns TRUE if repeated commands may continue
* </pre>
*/
-#ifdef ALLOW_EASY_DISARM /* TNB */
bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
-static bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
{
/* Get grid and contents */
cave_type *c_ptr = &cave[y][x];
/* Remove the trap */
cave_alter_feat(y, x, FF_DISARM);
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
/* Move the player onto the trap */
move_player(dir, easy_disarm, FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- /* move the player onto the trap grid */
- move_player(dir, FALSE, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
}
/* Failure -- Keep trying */
else
{
msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
-
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
/* Move the player onto the trap */
move_player(dir, easy_disarm, FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- /* Move the player onto the trap */
- move_player(dir, FALSE, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
}
/* Result */
set_action(ACTION_NONE);
}
-#ifdef ALLOW_EASY_DISARM /* TNB */
/* Option: Pick a direction */
if (easy_disarm)
}
}
-#endif /* ALLOW_EASY_DISARM -- TNB */
/* Allow repeated command */
if (command_arg)
/* Move (usually pick up things) */
case ';':
{
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
do_cmd_walk(FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- do_cmd_walk(always_pickup);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
break;
}
/* Move (usually do not pick up) */
case '-':
{
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
do_cmd_walk(TRUE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- do_cmd_walk(!always_pickup);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
break;
}
/* cmd2.c */
extern bool easy_open_door(POSITION y, POSITION x);
-#ifdef ALLOW_EASY_DISARM /* TNB */
/* variable.c */
extern bool easy_disarm;
/* cmd2.c */
extern bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir);
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
#ifdef ALLOW_EASY_FLOOR /* TNB */